Luther Lightblade |
Luther provides some mobility for the group before they advance. He calls on the favors of Abadar, and gives Brent extra speed (longstrider=50' movement). When seeing the serpentfolk, Luther advances and casts. A blessing fills the room.
Bless = +1 to hit for everyone
Armitron Foebane |
Round 2
Armitron lays hands upon himself. 2d6 ⇒ (1, 3) = 4 - LoH 3/8.
Seeing that he has little choice he wades into the pool to confront the closest Serpentfolk in Melee.
Longsword Attack 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Longsword Attack 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Unfortunately, both of his blows fail to land upon his formidable opponent.
Drusellia Malacore |
"Sorry, I'm about tapped out," Dru replies, making her way to the front. She launches three magic missiles at serpentfolk #1.
Magic missile: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11
CL Check: 1d20 + 6 ⇒ (13) + 6 = 19
Wand Charges: 27
Dru Spells: 7/3/2/0
Symon |
Shrugging, Symon moves forward and attempts to stab one of the creatures from the shadows.
Do I need to make a stealth roll, or am I still concealed?
Stealth: 1d20 + 14 ⇒ (13) + 14 = 27
Attack-melee: 1d20 + 10 ⇒ (9) + 10 = 19
damage: 1d6 ⇒ 2
sneak: 2d6 ⇒ (4, 1) = 5
GM Zed |
Brent Delays.
Despite Luther's aid, not one of the friends manages to land a blow against the serpentfolk... but, in closing the distance between them, the friends do at least force them to drop their bows... and use their blades...
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy - Human): 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35, Critical Threat
Confirming Critical: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36, Critical Confirmed for 2d6 + 12 + 4 ⇒ (2, 3) + 12 + 4 = 21
Serpentfolk 2, Scimitar vs Symon: 1d20 + 14 ⇒ (12) + 14 = 26, hitting for 1d6 + 6 ⇒ (6) + 6 = 12
Everyone may take their turn now.
Armitron Foebane |
Round 3
Armitron takes a devastating blow but is nothing if not resilient and strikes back feeling the healing energies of Luther bolster his resolve.
Longsword Attack 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Damage 1d8 + 2 ⇒ (4) + 2 = 6
Longsword Attack 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Then he lays hands upon himself to heal his grievous wounds. LoH 2/8 2d6 ⇒ (1, 5) = 6
GM Zed |
Armitron attacks... and, despite being precarious at the edge of the pool, he still manages to land a blow on his enemy… but, even through the mist, the paladin can see that the serpentfolk is far from defeated…
Waiting on actions from Drusellia, Brent and Symon
Drusellia Malacore |
Dru looses another three missiles at the nearest serpentfolk.
Magic missile: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8
Symon |
Continuing to keep to the shadows, Symon moves in to try and strike one of the snakes by surprise.
Attack-melee: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 1d6 ⇒ 5
Sneak: 2d6 ⇒ (3, 6) = 9
GM Zed |
Symon’s piercing thrust is uncharacteristically poorly aimed… his rapier clattering against the wall rather than striking his foe. And Drusellia, her arcane energies starting to fail now, cannot breach the serpentfolk’s innate resistance to magic…
GMPC for Brent
Brent rushes into combat but is poorly positioned at the edge of the pool – it is all he can do to stop himself falling back in… and his blows against the serpentfolk are too wild.
Brent, Unarmed Strike vs Serpentfolk 2: 1d20 + 9 ⇒ (8) + 9 = 17, missing
The serpentfolk, wounded and burnt, still fight… the first of the creatures has ill fortune attacking Armitron – not one blow lands but his companion, hissing as he changes his focus from Symon to Brent, laughs in victory as blow after blow lands upon Brent…
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy – Human): 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18, missing
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy – Human): 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16, missing
Serpentfolk 1, Bite vs Armitron (Favoured Enemy – Human): 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19, missing
Serpentfolk 2, Scimitar vs Brent (Favoured Enemy – Human): 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27, hitting for 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Serpentfolk 2, Scimitar vs Brent (Favoured Enemy – Human): 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25, hitting for 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Serpentfolk 2, Bite vs Brent (Favoured Enemy – Human): 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29, hitting for 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6 and a further 3 poison damage
Brent must make a Fort Save DC16 or be Poisoned.
Everyone may take their turn now.
Brent Ironhand |
sorry, house is being painted, its causing delays. And stinks. My posts may be patchy
brent Snarls as the blows land on him. He strikes at his opponent with all his strength.
fort: 1d20 + 13 ⇒ (12) + 13 = 25
unarmed 1: 1d20 + 9 ⇒ (16) + 9 = 25
unarmed 2: 1d20 + 9 ⇒ (4) + 9 = 13
unarmed 3: 1d20 + 4 ⇒ (3) + 4 = 7
Boars style, slashing, power attack
damage 1: 1d8 + 13 ⇒ (3) + 13 = 16
damage 2: 1d8 + 13 ⇒ (5) + 13 = 18
damage 3: 1d8 + 13 ⇒ (3) + 13 = 16
Drusellia Malacore |
Drusellia tries the magic missile again, desperate to inflict damage on the serpentfolk.
Magic missile: 3d4 + 3 ⇒ (3, 4, 1) + 3 = 11
CL Check: 1d20 + 6 ⇒ (12) + 6 = 18
Wand Charges: 27
[b]Dru Spells; 7/2/2/0
Symon |
Gritting his teeth in frustration, Symon again tries to strike the serpentfolk from concealment.
Attack-melee: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d6 ⇒ 4
Sneak Damage: 2d6 ⇒ (1, 4) = 5
GM Zed |
Brent and Symon, both finding their footing at the edge of the pool, combine to land a sequence of blows upon one of the serpentfolk… and then a salvo of arcane bolts from Drusellia slam into it; the creature is not yet defeated but, staggering under the flurry of attacks, it can surely stand little more…
Waiting on actions from Luther and Armitron.
Armitron Foebane |
Round 4
Armitron tries to finish off the wounded foe.
Longsword Attack 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Damage 1d8 + 2 ⇒ (8) + 2 = 10
Longsword Attack 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Then he lays hands upon himself yet again nearly depleting his stores of energy. LoH 1/8 2d6 ⇒ (6, 2) = 8
GM Zed |
Looking increasingly like a desparate last stand, the serpentfolk continue to slash at their foes... but they are outnumbered, cornered and, very quickly, being overrun...
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy – Human): 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36, Critical Threat
Confirming Critical: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34, Critical Confirmed for 2d6 + 12 + 4 ⇒ (4, 2) + 12 + 4 = 22
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy – Human): 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20, missing
Serpentfolk 1, Bite vs Armitron (Favoured Enemy – Human): 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18, missing
Serpentfolk 2, Scimitar vs Brent (Favoured Enemy – Human): 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20, hitting for 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Serpentfolk 2, Scimitar vs Brent (Favoured Enemy – Human): 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14, missing
Serpentfolk 2, Bite vs Brent (Favoured Enemy – Human): 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12, missing
Everyone may take their turn now.
Drusellia Malacore |
Dru resorts to the wand, wanting to keep one magic missile in reserve.
Magic missile: 2d4 + 2 ⇒ (3, 1) + 2 = 6
CL Check: 1d20 + 6 ⇒ (12) + 6 = 18
Wand Charges: 26
Dru Spells: 7/2/2/0
Armitron Foebane |
Round 4
Armitron pushes forward against the stubborn foe gritting his teeth against yet another trike that feels as if it could have slain him had it been a just a few inches to the left.
Longsword Attack 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Longsword Attack 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
The solid strike of the serpentfolk jars Armitron causing his attacks to be sluggish and weak.
Then he lays hands upon himself yet again nearly depleting his stores of energy. LoH 0/8 2d6 ⇒ (5, 1) = 6. His holy energy expended, Armitron hopes the battle can be turned in he and his allies favor with Brent's next strike.
Luther Lightblade |
Luther casts a healing spell, holding the powerful energy in his hands.
He moves to protect the fighters with his shield and he discharges a powerful wave of healing into Brent.
Dispel magic converted to cure serious: 3d8 + 6 ⇒ (5, 1, 4) + 6 = 16
Symon |
Symon sneaks in and attempts to deliver a finishing strike against the serpentman he has been fighting.
Attack-melee: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 1d6 ⇒ 6
Sneak: 2d6 ⇒ (2, 4) = 6
Brent Ironhand |
Brent can feel the blood coming out of him, but with iron will he puts it to oneside and continues to attack
unarmed one: 1d20 + 9 ⇒ (4) + 9 = 13
unarmed two: 1d20 + 9 ⇒ (6) + 9 = 15
unarmed three: 1d20 + 4 ⇒ (6) + 4 = 10
but the pain overcomes his aim.
rather depressing rolls
GM Zed |
Between Drusellia’s missiles and Symon’s accurate stabs, the second of the serpentfolk is brought low… Symon’s final thrust piercing its neck and sending it gurgling to the floor…
Only one of the serpentfolk remaining now
Unsettled by the bloody demise of its companion, the remaining serpentfolk can only swing wildly at Armitron…
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy – Human): 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21, missing
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy – Human): 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14, missing
Serpentfolk 1, Bite vs Armitron (Favoured Enemy – Human): 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14, missing
Everyone may take their turn now
Armitron Foebane |
Round 5
Armitron nods to his allies who have picked him up and brings the fight to the last foe.
Longsword Attack 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
The first strike is errant but
Longsword Attack 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
his backswing connects!
Longsword Damage 1d8 + 2 ⇒ (5) + 2 = 7
Drusellia Malacore |
Dru throws yet another pair of magical bolts toward the remaining foe.
Magic missile: 2d4 + 2 ⇒ (4, 3) + 2 = 9
Caster level: 1d20 + 6 ⇒ (17) + 6 = 23
Wand Charges: 25
Dru Spells: 7/2/2/0
Symon |
Symon move in on the last sanke, keeping to the shadows to strike with surprise.
Attack-melee: 1d20 + 14 ⇒ (20) + 14 = 34
Confirm crit: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Crit Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Sneak Damage: 2d6 ⇒ (4, 3) = 7
GM Zed |
GMPC for Brent
Moving around, Brent attacks the Serpentfolk that has already been brought close to defeat by Armitron, Drusellia and Symon… one of his blows connects but it is not enough to end the fight…
Brent, Flurry vs Serpentfolk 1: 1d20 + 9 ⇒ (17) + 9 = 26, hitting for 1d8 + 7 ⇒ (4) + 7 = 11
Brent, Flurry vs Serpentfolk 1: 1d20 + 9 ⇒ (10) + 9 = 19, missing
Brent, Flurry vs Serpentfolk 1: 1d20 + 4 ⇒ (2) + 4 = 6, missing
…and, in return, the serpentfolk slashes and bites at the less armoured brawler…
Serpentfolk 1, Scimitar vs Brent (Favoured Enemy – Human) : 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34, hitting for 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Serpentfolk 1, Scimitar vs Brent (Favoured Enemy – Human) : 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22, hitting for 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Serpentfolk 1, Bite vs Brent (Favoured Enemy – Human) : 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21, hitting for 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13 and Poison – including a further 3 Poison Damage
Brent must make a DC16 Fort Save or be Poisoned
Everyone may take their turn now
Drusellia Malacore |
Dru once again intones the command word to the wand, sending two arcane missiles towards the serpentfolk.
Magic missile: 2d4 + 2 ⇒ (1, 2) + 2 = 5
Wand Charges: 24
Dru Spells: 7/2/2/0
Armitron Foebane |
Round 6
Armitron presses the attack against the final stubborn foe, he respects them for their prowess almost as much as he cannot stand them for their evil natures.
Longsword Attack 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Longsword Attack 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
but the defenses of the foe are too strong for the Paladin to slip through with his blade.
Luther Lightblade |
Luther can just shrug his shoulders as the serpentfolk continue to dish out massive damage. He moves to try and heal Brent again.
CMW from Spiritual Weapon on Brent: 2d8 + 6 ⇒ (8, 6) + 6 = 20
GM Zed |
Although only one serpentfolk remains standing, it is putting up a strong defense… again and again, the attacks of the friends fail to breach its defences…
Caster Level Check for Drusellia’s Magic Missile: 1d20 + 6 ⇒ (11) + 6 = 17, Magic Missiles do not breach SR
…finally, a single blow from Brent breaks through… and, in response, he is once more subjected to a vicious flurry of blows…
GMPC for Brent
Brent, Flurry vs Serpentfolk: 1d20 + 9 ⇒ (17) + 9 = 26, hitting for 1d8 + 7 ⇒ (8) + 7 = 15
Brent, Flurry vs Serpentfolk: 1d20 + 9 ⇒ (10) + 9 = 19, missing
Brent, Flurry vs Serpentfolk: 1d20 + 4 ⇒ (3) + 4 = 7, missing
Serpentfolk 1, Scimitar vs Brent (Favoured Enemy – Human): 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32, hitting for 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Serpentfolk 1, Scimitar vs Brent (Favoured Enemy – Human): 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29, hitting for 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Serpentfolk 1, Scimitar vs Brent (Favoured Enemy – Human): 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24, hitting for 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9 and Poison including a further 3 poison damage
Brent is at -9HP, unconscious and dying - he needs to make a CON check DC10 (with a -9 penalty) to stabilise - he is also Poisoned and must make a DC16 Fortitude Save to avoid being affected.
Everyone may take their turn now.
Armitron Foebane |
Round 7
Armitron sees Brent fall and considers stopping to help the man but he knows that first this enemy must fall...
Longsword Attack 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Damage 1d8 + 2 ⇒ (1) + 2 = 3
Longsword Attack 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
One strike does penetrate the serpent's defenses but fighting for its life Armitron simply cannot connect with his second upwards arc.
Drusellia Malacore |
Dru, desperate to end the battle, tries one more blast from the wand.
Magic missile: 2d4 + 2 ⇒ (2, 1) + 2 = 5
CL Check: 1d20 + 6 ⇒ (14) + 6 = 20
Wand Charges: 23
Dru Spells: 7/2/2/0
GM Zed |
Drusellia’s arcane missile is enough to send the remaining serpentfolk tumbling into the water… and, finally, quiet – and a chance to explore - returns to the room…
The misty room contains a steaming pool edged with glistening stones – stones upon which the fight was precariously pursued... and, from somewhere deep within the pool, a pale light shines. Looking for magic, there doesn't appear to be anything active in the water... and, peering through the mist into the pool, it seems that the light is coming from an underwater tunnel some five feet below the surface of the pleasantly warm water.
Attempts to look for arcane signatures beyond the pool do however reveal something in a damp sack dumped in the northeast corner of this room. Inside are a jade holy symbol of Ydersius, a bag of spell components (no monetary value), a wand of cure moderate wounds (50 charges), and a scroll of flame strike. A second piece of parchment in the scroll tube depicts what must surely be an Emerald Spire level sigil... it is accompanied by an immaculately painted text.
Actions? (I think Brent needs some heals!!!)
Luther Lightblade |
clw: 11d8 + 11 ⇒ (5, 3, 4, 5, 5, 5, 1, 2, 2, 8, 4) + 11 = 55
clw: 3d8 + 3 ⇒ (4, 1, 8) + 3 = 16
Luther uses 11 charges on Brent and 3 on Armitron using up a wand.
He takes the CMW wand thankfully.
Drusellia Malacore |
Dru examines the scroll, but to no avail. "Can anyone decipher this? I think that it is Draconic, but I can't read it."
Symon |
Symon slumps to the floor in exhaustion. The prolonged battle has tired him, and he takes a few moments to catch his breath.
"Let me see Dru...I speak the dragon language."
Symon reveals what it says...10th level
GM Zed |
As the contents of the bag are examined, Tiawask eagerly points out the holy symbol of Ydersius, ”That’s it!!! That’s the medallion that the serpentfolk were using to unlock the double doors back there… that’s the way out, we should go before any other creatures attack us!!!”
So, from here – you have the option of heading northwards (through an unexplored door), examining the pool (which appears to have an underwater tunnel heading westwards) or backtracking to the double doors where the spectral snakes ‘attacked’ Symon.
Symon |
"A sound plan friend Armitron. Let us regroup and regain some of our strength before we delve any deeper into this towers roots."
Where are we in regards to XP? Getting close to a level up??? Maybe??lol